Godot MCP: connect Claude Code, Codex or Cursor to your Godot game

By Eduardo Orellana · Updated

Flockbay is free on your own Claude or ChatGPT plan. Claude Pro or Max, or ChatGPT Plus or higher, builds a real Godot project in the Godot editor. Claude Free and ChatGPT Free do not run here. More models are optional, a credit reload at API prices. Godot MCP is a Model Context Protocol server that lets an AI agent such as Claude Code, Codex or Cursor work inside a Godot game: edit its scenes and scripts, run it, read its errors, look at it and play it. Flockbay is one. Open Connectors in the Flockbay app, turn on Another agent, copy the line it writes for your agent and paste it once. Connecting is free.

TL;DR. As of 29 Sep 2026, the Flockbay app serves one MCP server, flockbay-stage, on Windows (Mac later). Your agent gets the open Godot editor with one Ctrl+Z per change, the running game to play, picture and read, and Flockbay's world tools for terrain, water, sky, weather, the player and placed objects. It needs the app open with your game, a free Flockbay account and an internet connection. Your agent's own plan pays for its model.

Godot MCP lets the agent find out for itself

Ask Claude Code to fix a jump that feels floaty and, on its own, it does half the job. It opens the player script, lowers the gravity, and hands the rest to you: you press Play, you jump, you describe what went wrong, you paste the error back. Every round trip goes through your hands.

A Godot MCP server removes the round trip. The agent presses Play itself, holds the jump action for a third of a second, captures the viewport at the top of the arc, reads Godot's stdout and errors, and changes the script again before you have looked at anything.

MCP, the Model Context Protocol, is the plumbing. It is an open standard: a server offers tools, and a client such as Claude Code, Codex or Cursor discovers them and calls them. The protocol is the easy half. What matters is which tools a server hands over, and whether the agent can check its own work with them. The roundup of Godot MCP servers compares a dozen of them; this page is the setup and the reference for Flockbay's.

More on this: The best AI coding assistant for Godot is the one that knows Godot 4

Connecting Flockbay to your agent is one paste

Flockbay is a free AI game maker built on Godot: a desktop app with the official Godot 4.7.2 engine inside, not a fork. Its MCP server lives in the app, so there is nothing to install from npm and no plugin to copy into your project. On Windows, the steps are these.

Sign in to the Flockbay app. The connection needs a free Flockbay account and nothing else. Then open your game; the Godot editor opens with it.

Open Connectors from the Flockbay menu, press Set up on the Another agent (MCP) row, and press Turn on.

Pick your agent and press Copy. For Claude Code and Codex it is a command for a terminal. For the others it is a block for the config file the dialog names, and Cursor and LM Studio also get a button that adds it for you.

The line carries three paths that belong to your machine: the Node runtime that ships inside Flockbay, the script that serves the tools, and a small file that tells the server which running app to reach. That is why the app writes it and this page does not. The blocks below show the shape, with those three paths as placeholders. The paths stay the same from one sitting to the next, so you paste once.

The app also runs the line itself. If it cannot start on your machine, the dialog says so in red above it, in the server's own words, instead of letting it fail later inside your agent. For Claude Code and Cursor the same dialog can install Flockbay's skills and hooks, and for Codex and Goose its skills: the instructions that teach the agent how to build with these tools.

More on this: The best AI tools for Godot in 2026, with a verdict on every one

Godot MCP in Claude Code

Paste the line in any terminal. It registers the server as flockbay-stage with --scope user, so it is there whichever folder you start Claude Code in. Claude Code's default scope is the current folder only, which is how a connection quietly goes missing when you paste in one folder and work in another.

Check it with claude mcp list in a terminal, or type /mcp inside a session. Then ask Claude Code whether Flockbay is connected: the first tool it sees answers with what to do next. More on the workflow: making games from Claude Code.

More on this: The best AI for Godot depends on whether you want to write code

claude mcp add --scope user flockbay-stage -e "FLOCKBAY_LOCAL_STAGE_CAPABILITY_AUTHORITY_DESCRIPTOR=<descriptor>" -- "<node>" "<coordinator>" --external-stage-mcp

Godot MCP in Codex

Paste the line in a terminal. Codex stores it in its config.toml, by default ~/.codex/config.toml, so every session after that sees it.

Check it with codex mcp list, or type /mcp in the Codex terminal. More on the workflow: making games in Codex.

codex mcp add flockbay-stage --env "FLOCKBAY_LOCAL_STAGE_CAPABILITY_AUTHORITY_DESCRIPTOR=<descriptor>" -- "<node>" "<coordinator>" --external-stage-mcp

Godot MCP in Cursor, Gemini CLI, Cline, Devin Desktop and LM Studio

These five read the same JSON shape: an mcpServers entry with a command, its arguments and one environment variable.

Cursor: add it to ~/.cursor/mcp.json (on Windows, %USERPROFILE%\.cursor\mcp.json), or press Add to Cursor in Flockbay's dialog. Gemini CLI: ~/.gemini/settings.json. Cline: MCP Servers, then Configure, then Configure MCP Servers, and add it to that file. Devin Desktop is Windsurf renamed and keeps Windsurf's file, %USERPROFILE%\.codeium\windsurf\mcp_config.json. LM Studio: Program, then Install, then Edit mcp.json, or press Add to LM Studio.

If Cursor is your editor already, Cursor for Godot covers how it fits beside the Godot editor.

{
  "mcpServers": {
    "flockbay-stage": {
      "command": "<node>",
      "args": [
        "<coordinator>",
        "--external-stage-mcp"
      ],
      "env": {
        "FLOCKBAY_LOCAL_STAGE_CAPABILITY_AUTHORITY_DESCRIPTOR": "<descriptor>"
      }
    }
  }
}

Godot MCP in OpenCode and Kilo Code

These two read an mcp key with the command as one array. OpenCode: opencode.json in your game's folder, or ~/.config/opencode/opencode.json. Kilo Code: ~/.config/kilo/kilo.jsonc, or kilo.jsonc in your game's folder.

{
  "mcp": {
    "flockbay-stage": {
      "type": "local",
      "command": [
        "<node>",
        "<coordinator>",
        "--external-stage-mcp"
      ],
      "environment": {
        "FLOCKBAY_LOCAL_STAGE_CAPABILITY_AUTHORITY_DESCRIPTOR": "<descriptor>"
      },
      "enabled": true
    }
  }
}

Godot MCP in Goose, and with a local model

Goose reads YAML under extensions, in ~/.config/goose/config.yaml.

Ollama runs a model, not an agent, so it has no config of its own here. Run your Ollama model inside Goose, OpenCode or Cline and use that agent's block. The tools are the same; how well a small model uses them is up to the model.

extensions:
  flockbay-stage:
    name: flockbay-stage
    type: stdio
    cmd: '<node>'
    args:
      - '<coordinator>'
      - '--external-stage-mcp'
    envs:
      FLOCKBAY_LOCAL_STAGE_CAPABILITY_AUTHORITY_DESCRIPTOR: '<descriptor>'
    enabled: true
    timeout: 300

Godot MCP through Flockbay reaches the editor, the game and the world

Through the open Godot editor, your agent can open and create scenes; add, delete, rename, move and duplicate nodes; read and set their properties; write scripts and attach them; create and change resources such as materials and collision shapes; and connect signals. Every change is one step in Godot's own undo history, named for what it did, such as "Flockbay: Add Player", and the scene is saved after it. Press Ctrl+Z and it is gone, like a change of your own.

It can read the project's settings, files, autoloads and input actions, and change settings and input actions. Those two are written by the app rather than the editor, so Ctrl+Z does not take them back; your agent sets the old value instead.

It can run the game in the Game screen and read its stdout, with every error and warning's file, line and call stack, or do a headless run for a few seconds of game time. When a script fails to parse, it gets Godot's own GDScript parse error and the line without running anything.

It can capture the running game's viewport as the player sees it, even while the Game screen is hidden, and the editor's 3D or 2D viewport. It can inject timed input events into the game: keys, mouse clicks and motion, InputMap actions and typed text, ending on a viewport capture. And it can read the running game's live scene tree, with positions, sizes, visibility and velocity, and change a node to try something out; that change lasts until the game stops and saves nothing.

On top of Godot, it gets Flockbay's world tools, the part other Godot MCP servers do not have: terrain, from a real place or an invented island in a 3D world, or laid as tiles in a 2D one; an ocean the terrain cuts into; the sky and lighting; rain or snow over time; the player controller, its movement and camera follow; and props, placed as scene instances at exact positions. That is six in a 3D world and four in a 2D one, which has no water or weather.

It can also search Flockbay's library of ready-made models, textures and sounds and bring one into the game, and generate a 3D model, a picture or a sound on your own Tripo or ElevenLabs key.

More on this: The best AI for GDScript: what good output looks like

Godot MCP through Flockbay playtests the game, and where that stops

Playtesting here means the agent loop closes on the running game, not on the code. It validates every GDScript file without running it, starts a Play or a headless run, injects a timed sequence of input events (keys, mouse, InputMap actions, up to 200 steps), captures the game viewport, and reads the live scene tree, stdout and the debugger's errors with file, line and stack. Then it changes the code and plays again. Flockbay's own AI runs that check, play, read, fix loop by itself; your own agent gets the same tool calls over MCP, free.

What it does not do: play a whole game through to a goal, return a pass or fail verdict, keep a regression suite, record video, file bug reports, run parallel instances, or judge balance and feel. Human playtesters still decide whether the game is fun.

Three rules keep your agent from trampling your work

Flockbay never starts the game under you. If you have used the builder, the buttons around the editor's 3D and 2D view, since your agent last pressed Play, the game does not start: the chat offers you Play instead, and your agent is told why.

Your hands win. Press a key, click or press a gamepad button while your agent is playing input, and its input stops at once, everything it held is let go, and it is told you took over. A paused game gets no input from it at all, and your real mouse and keyboard are never moved.

Some files are the app's. Your agent cannot write project.godot, the files Flockbay generates for the world, or the add-ons it installs, and when it tries it is told which tool to use instead. Its work lands in its own chat in Flockbay, named "Your agent", so it never mixes with a conversation you had with Flockbay's own AI.

What Godot MCP through Flockbay cannot do

It runs on Windows only today. The Mac release comes later, and there is no Linux version.

The app has to be open with your game. The editing tools need the Godot editor open on it, which Flockbay opens with the game, and the tools that look into the game need it running. Your agent can connect before the app is open: it is told to open Flockbay, and it gets the tools as soon as the app is ready, without a restart.

It needs a free Flockbay account and an internet connection, and Flockbay is closed source. If you want a server you can read line by line, the open-source ones in the table below are the honest choice.

It works on Godot 4.7.2, the engine inside the app, not on a Godot you installed yourself. Games made in Flockbay get everything. An existing Godot 4 project opened in Flockbay plays, and your agent can edit and run it. The builder's buttons, and the world tools behind them, work on a Flockbay world, and your agent is told to ask before its first world tool makes the project one.

Godot MCP earns its keep on tasks with a check in them

Give the agent something it can verify. "Run the game, find the first error, fix it, and run it again until the log is clean." "Hold D for two seconds, then capture the viewport: does the player reach the ledge?" "List every node under the player in the running game with its velocity, then tell me why it slides after I let go."

Small and checkable beats big and hopeful. An agent that can play the game will happily confirm that the game runs. Whether it is fun is still your call, and no server changes that.

Commit to version control before a long session. Every editor change is one Ctrl+Z, but a scene or resource file the agent creates stays on disk when its step is undone.

Troubleshooting Godot MCP

Your agent sees one tool, and it says Flockbay is not serving. Open the Flockbay app with your game and turn on Another agent in Connectors. The rest of the tools appear by themselves; you do not restart the agent.

Claude Code does not list flockbay-stage. Run claude mcp list. If it is missing, copy the line from Flockbay again and paste it; the line registers it for your user, not for one folder.

The dialog shows a red sentence saying the connection could not start on this machine. The app ran the line itself and it failed. That sentence is the cause in the server's own words, so keep it for a bug report.

The agent is told no Godot editor is open on this game. Open the game in Flockbay. Until then your agent can still edit the files directly and do a headless run to see its errors.

The agent is told the game is not running. It starts it with Play; the tools that look at the game need a run.

Play is refused because you were building. You used the builder since your agent last pressed Play. Press Play in the chat when you are ready.

A write is refused as owned by Flockbay. The agent reached for a file the app keeps, such as project.godot. The refusal names the tool to use instead: the settings tools for project settings, the world tools for the world.

Turning it on asks you to sign in. The connection needs a free Flockbay account. Sign in and turn it on again.

Godot MCP servers compared, as of 29 Sep 2026

Read from each tool’s own website on 29 September 2026. Where a site does not say, the table says “Not stated”. The pages each row was read from are listed on the row.

Godot MCP servers compared, as of 29 Sep 2026, checked 29 September 2026
ServerPriceSourceRuns inEdits scenes and scriptsRuns the game, reads errorsPicturesPlays inputSetupRead from
FlockbayFree with a Flockbay accountClosedThe Flockbay app on Windows, on its bundled Godot 4.7.2Yes, one Ctrl+Z per changeYes, with file, line and call stackRunning game and editor viewYes: keys, mouse, input actions, textCopy one line from the appDocs · Pricing
godot-ai (hi-godot)FreeMITYour own Godot 4.7+ editor, as a pluginYes: 46 tools, 120+ operationsYes, game and editor logsEditor views and running gameYes: keys, mouse, gamepad, timed sequencesPlugin from its GitHub releases; its dock writes your client configGitHub · Tools
godot-mcp (Coding-Solo)FreeMITYour own Godot install, launched by the serverCreates scenes and adds nodesYes, debug output and errorsNot in its tool listNot in its tool listOne npx commandGitHub
GDAI MCP$19 one-timeClosedYour own Godot 4.2+ editor, as a pluginYesYes, reads the debuggerEditor and running gameYes: keys and input actionsPlugin in the project, then a line in your client configWebsite
Godot MCP Pro$15 one-timePlugin source on GitHub; server closedYour own Godot 4.4+ editor, as a pluginYes: over 160 tools (its pages say 163 to 187)Yes, errors with stack tracesRunning gameYes: keys, mouse clicks, input actionsCopy the plugin, build the server with npm, add it to your client configWebsite · Store page · GitHub

When another Godot MCP server is the better pick

You want it free and open, in the Godot you already have: godot-ai. It is MIT licensed, runs in your own Godot 4.7 editor, and it takes pictures and plays timed input, which the older godot-mcp does not.

You want the smallest thing that runs your game and reads its errors: Coding-Solo's godot-mcp. One npx command, MIT licensed, 5,869 GitHub stars on 29 Sep 2026, and a short tool list an agent will not get lost in. Its last npm release, 0.1.1, came out in February 2026.

You want a paid plugin with a polished setup on Godot 4.2 or later, on Windows, macOS or Linux: GDAI MCP, at $19 once.

You want the longest tool list, from animation trees and particles to shaders and navigation: Godot MCP Pro, at $15 once, on Godot 4.4 or later. That breadth is also its risk, because models choose worse from long tool lists; its editor panel lets you switch tools off one by one.

Flockbay is the pick when you want your agent and Flockbay's own AI working on the same game, with world tools for terrain, water, sky and weather, a builder in the editor for what you would rather drag than describe, and generation on your own keys. It is also the only one here that runs on Windows alone today, needs an account, and is closed source.

Questions

What is Godot MCP?
A Model Context Protocol server for Godot. It turns Godot actions, such as editing a scene, running the game or taking a picture of it, into tools an AI agent like Claude Code, Codex or Cursor can call, so the agent can check its own work instead of asking you what happened.
Is there an official Godot MCP server?
No. The release notes for Godot 4.7 list no AI features and no MCP server. Every Godot MCP server, Flockbay's included, is made by someone other than the Godot project.
Is Flockbay's Godot MCP server free?
Yes. Connecting your own agent is free with a free Flockbay account. Your agent's model is paid for wherever you already pay for it, such as your Claude or ChatGPT plan; Flockbay charges nothing for the connection.
Which agents does it work with?
The app writes the setup for Claude Code, Codex, Cursor, Gemini CLI, Cline, Kilo Code, OpenCode, Goose, Devin Desktop and LM Studio, and for a local Ollama model through one of those. Any MCP client that can start a local server should work.
Does it work on Mac or Linux?
Not yet. Flockbay runs on Windows today, and the Mac release comes later. There is no Linux version.
Do I need Godot installed?
No. Flockbay bundles the official Godot 4.7.2, and your game is a normal Godot 4 project in a folder you can also open in Godot yourself.
Can I undo what my agent did?
Yes, in the editor. Each change is one step in Godot's undo history, so Ctrl+Z takes it back. Project settings and input actions are the exception: the app writes those, and the agent restores the old value instead.
Can my agent see my screen or move my mouse?
No. It takes pictures of the game and of the editor's view, not of your desktop, and the input it plays goes into the game only. Your real mouse and keyboard are not touched.
Can I use it on a Godot project I already have?
Yes. Open it in Flockbay with Open existing project: Flockbay asks before it adds anything, it plays, and your agent can edit and run it through the editor. The builder's buttons and the world tools work on a Flockbay world, and your agent asks before its first world tool makes the project one. Commit it to version control first; what Flockbay adds is recorded in the project, and export leaves its add-on out of the game you ship.
Is Flockbay's MCP server open source?
No. Flockbay is closed source. Among open-source Godot MCP servers, Coding-Solo's godot-mcp and godot-ai have the most GitHub stars, and both are MIT licensed.